Fiend-Zone by gord10ahmet

[raw]
made by gord10ahmet for Ludum Dare 55 (COMPO)

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You are a warlock that summons fiends to fight alongside you. Your objective is to summon all the 7 fiends by collecting crystals. Each fiend has their own personality, like a greedy one who is after the crystals you need to collect.

You'll find out fiends aren't your friend, like every warlock does.

Mobs drop crystals like in survivors-like games. You cannot attack anyone, instead you collect the crystals from mobs killed by fiends.

Gamepad is supposed and adviced

Tools

  • Unity 2022.3.22
  • Aseprite
  • Visual Studio 2022
  • jsfxr
  • DOTween

Fonts: Jupiter Crash, Charybdis

Updates

17.04.2024: More forgiving hitboxes, Less pixel tearings on the tilemap

Ratings

Overall 246th 3.203⭐ 34🧑‍⚖️
Fun 232th 3.172⭐ 34🧑‍⚖️
Innovation 257th 3⭐ 34🧑‍⚖️
Theme 120th 3.813⭐ 34🧑‍⚖️
Graphics 310th 2.672⭐ 34🧑‍⚖️
Audio 264th 2.484⭐ 34🧑‍⚖️
Humor 267th 2.233⭐ 32🧑‍⚖️
Mood 268th 2.922⭐ 34🧑‍⚖️
Given 35🗳️ 46🗨️

Feedback

LDJam user 388431
15. Apr 2024 · 03:42 UTC
Gameplay was really unique, and a lot of fun! Sometimes it seems like the player gets a bit stuck to other enemies, and it can make you lose health really quickly. I also got closed in by a few enemies once and had no way to escape. That's really my only criticism though, awesome job! Good luck!
LDJam user 372150
15. Apr 2024 · 03:45 UTC
I really like the different mechanics you came up here. I think they worked pretty well with their pros and cons between the different fiends.
LDJam user 387002
15. Apr 2024 · 04:26 UTC
The summoned fiends had unique personalities and distinguished this from other survivor-like games. Awesome!
Moonblast
15. Apr 2024 · 19:18 UTC
A remake of the classic gameplay, I enjoyed summoning fiends to help me in fights
cogcomp
15. Apr 2024 · 19:38 UTC
Nice and simple concept, a bit frustrating when the player gets stuck on the other enemies and the game could start out with a few crystals spread out. However, I think the main idea is good.
🎤 gord10ahmet
15. Apr 2024 · 19:54 UTC
Thanks, all! I'll consider giving player a skill to repel enemies in my future games. That problem is a common critique I get on my jam games.

@cogcomp
Yeah, at start exactly 7 crystals are spawned. This seems like a design failure now.
Ilari
15. Apr 2024 · 20:42 UTC
Fun idea to have the summons not be your friends. Simple and fun, although a little short. Good job!
WubbaDuck
16. Apr 2024 · 01:44 UTC
I like the idea. At first I thought I was getting in the way of the fireballs meant for another target! Then I realized that it wasn't friendly fire. Dang fiends!

The hitboxes are a bit rough. Making it way to easy to get body-blocked and unable to move while being sucked dry. But that's the only issue I ran into.
VortexB
16. Apr 2024 · 02:36 UTC
Good twist on the bullet heaven genre, very well designed. The hitboxes on the enemies were annoying and I ended up just getting stuck and dying a few times. With proper balancing and more fiend types this could be great. Very unique, keep it up
🎤 gord10ahmet
16. Apr 2024 · 06:01 UTC
Thanks, all!

@wubbaduck Fiendly fire
ToC
16. Apr 2024 · 15:30 UTC
Fun game, had to retry a few times to beat it. As other have mentioned, the hitboxes seem a bit too big for the sprites, which can be misleading
Storeyware
16. Apr 2024 · 16:24 UTC
Heya, worked great. I liked how your summons are as much a danger to you as your enemies.
JoeShanahan
16. Apr 2024 · 16:52 UTC
This was really creative, having the demons attack *everyone* (not just your enemies) feels very thematically appropriate, and taking the time to explain the game mechanics inside the game is very much appreciated. The biggest issue I had was the hitboxes, I would've liked them to be a bit more generous, but overall a solid entry!
JoeShanahan
16. Apr 2024 · 20:46 UTC
I made a video compilation and this game is part of it! Hope it's useful for you!
https://youtu.be/NJKVSQgn7-E?si=pIClVOYC3hTwkT0Y
Francesca Bianchi
17. Apr 2024 · 09:02 UTC
The idea is really cool, would've liked if the game was a bit longer, maybe with different levels
noize
17. Apr 2024 · 09:53 UTC
An interesting twist on the Survivor-Genre! I sometimes found the player hitbox to be a little annoying, but overall this is a well executed idea!
Aviv Levy
17. Apr 2024 · 23:12 UTC
Loved the twist on the bullet heaven / survivor genre and how each enemy was unique! I think the movement and collisions could be a bit smoother though.
Donamougou
18. Apr 2024 · 02:12 UTC
I really enjoyed the game ! It's simple, yet I wanted to go and summon the 7 fiends... Well done !
CamD67
18. Apr 2024 · 03:01 UTC
That was pretty fun! A few of the fiends were a little annoying to deal with since I would run into something which would slow me down and then I'd get stuck which felt pretty frustrating. It kinda felt like the enemies were "sticky"

It seemed intentional but was still annoying. That said, the concept was really cool! I liked the idea of fiends doing things that wasn't necessarily harmful to the player directly but still hampered my progress.
deformhead
21. Apr 2024 · 14:13 UTC
Nice entry!

Well done for the different abilities of the fiends, it's always difficult to have several mechanics on a jam!

P.S.: I had difficulties with the hitboxes that took the entire sprites (if they were only around the feet, it should have helped with the perspective).

:clap:
🎤 gord10ahmet
21. Apr 2024 · 16:31 UTC
Thanks all!

@deformhead Exactly. I published a post-jam version yesterday, which resolves that hitbox issue exactly like that.
https://aslangames.itch.io/fiend-zone/devlog/718100/post-jam-update
suvi
22. Apr 2024 · 00:37 UTC
Nice twist on the Vampire Survivor-like games. I love that you mapped the seven deadly sins to the different fiends in terms of mechanics. I was able to beat the game, and I generally enjoyed the mayhem of avoiding the fiends! I found the early game relatively easy as I breezed through the first half of the run, however I felt that the difficulty ramped up really quickly during the latter half. I especially found that the introduction of fiend #6 to be a sharp uptick in difficulty, as running away from it made picking up the few gems (that weren’t eaten yet) especially difficult.
LDJam user 242971
22. Apr 2024 · 01:59 UTC
I like the idea, this was fun. I wish there was some more music and sounds. Other than that I kept accidentally pressed buttons through the dialogs upon summon.
KrummSakura
24. Apr 2024 · 12:00 UTC
I liked the idea of unfriendly autonomous summons with distinctive mechanics which represent the seven sins. Game loop is satisfying. I played both jam and post-jam versions. The most appreciated feature in the post-jam version is the exit sign, (i couldn't find where to run in the jam version). Some sort of ambient background audio could be cool but I’m not sure if it would break the retro vibe. Good job!
🎤 gord10ahmet
24. Apr 2024 · 15:32 UTC
Thanks, all!

@krummsakura Yes, and a music would be great, as well. I didn't put ambient sound or music to jam version as I am unable to create them, but I'm planning music made by an actual composer in the future.
Weirdo_Studios
29. Apr 2024 · 17:19 UTC
Was really fun, wish I had though of some of the stuff you made while making my game lol. The hitboxes are a bit tough and it's easy to get stuck on them (it is in my game too lol), would enjoy some background music. Fun game, would play again.
🎤 gord10ahmet
29. Apr 2024 · 20:03 UTC
@weirdo-studios Thanks! The post-jam version resolves some problems including the hitboxes.

I'll play yours, too.
Constance
30. Apr 2024 · 13:16 UTC
Nice little entry you got there! The graphics is simple but doesn't look out of place and the animations really made everything look more lively, the sound effects are good too, but I think some creepy or moody music would have boosted the overall atmosphere and experience a bit more.

I played both versions of the game, it was nice to see that some of the crucial issues had been fixed, definitely enhanced the gameplay a lot. But there're some minor issues I'd like to point out in the post-jam version, such as some black lines or gaps can be seen sometimes between the tiles, especially when the player was being attacked, of course they affected nothing to the gameplay, but very noticeable regardless. And the player was drawn behind the walls, which looked kinda weird standing close to the upper walls as your head was clipped behind them.

Anyway, this is a very interesting entry to play, I liked that some of your summons can be hostile to yourself too. Amazing job, man!
🎤 gord10ahmet
30. Apr 2024 · 13:42 UTC
@constance Thank you very much!

Yes, I'm aware of those problems. I am yet to resolve that pixel bleeding problem with the tiles. I agree that walls shouldn't be above players in sprite order.
Stormblessed
01. May 2024 · 20:59 UTC
nice, simple, and fun!
LDJam user 362721
02. May 2024 · 01:57 UTC
Nice game!